Displaying the name of a player above its head (names are not passed through the network yet)

This commit is contained in:
David Négrier 2020-05-01 23:38:09 +02:00
parent 42ddd8b858
commit 0c04d4305b
4 changed files with 24 additions and 11 deletions

View file

@ -1,13 +1,20 @@
import {getPlayerAnimations, playAnimation, PlayerAnimationNames} from "../Player/Animation"; import {getPlayerAnimations, playAnimation, PlayerAnimationNames} from "../Player/Animation";
import {ActiveEventList, UserInputEvent} from "../UserInput/UserInputManager"; import {ActiveEventList, UserInputEvent} from "../UserInput/UserInputManager";
import {SpeechBubble} from "./SpeechBubble"; import {SpeechBubble} from "./SpeechBubble";
import BitmapText = Phaser.GameObjects.BitmapText;
export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite { export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
private bubble: SpeechBubble; private bubble: SpeechBubble;
private playerName: BitmapText;
constructor(scene: Phaser.Scene, x: number, y: number, texture: string, frame?: string | number) { constructor(scene: Phaser.Scene, x: number, y: number, texture: string, name: string, frame?: string | number) {
super(scene, x, y, texture, frame); super(scene, x, y, texture, frame);
// Yes, I know, I'm declaring a sprite inside a sprite. ARP, save me from this madness :)
this.playerName = new BitmapText(scene, x, y - 32, 'main_font', name, 8);
this.playerName.setOrigin(0.5).setCenterAlign();
scene.add.existing(this.playerName);
this.scene.sys.updateList.add(this); this.scene.sys.updateList.add(this);
this.scene.sys.displayList.add(this); this.scene.sys.displayList.add(this);
//this.setScale(2); //this.setScale(2);
@ -36,6 +43,7 @@ export class PlayableCaracter extends Phaser.Physics.Arcade.Sprite {
if(this.bubble) { if(this.bubble) {
this.bubble.moveBubble(this.x, this.y); this.bubble.moveBubble(this.x, this.y);
} }
this.playerName.setPosition(this.x, this.y - 32);
} }
stop(){ stop(){

View file

@ -63,6 +63,8 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
'resources/characters/pipoya/Male 01-1.png', 'resources/characters/pipoya/Male 01-1.png',
{ frameWidth: 32, frameHeight: 32 } { frameWidth: 32, frameHeight: 32 }
); );
this.load.bitmapFont('main_font', 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml');
cypressAsserter.preloadFinished(); cypressAsserter.preloadFinished();
} }
@ -166,6 +168,7 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
this, this,
this.startX, this.startX,
this.startY, this.startY,
this.playerName
); );
this.CurrentPlayer.initAnimation(); this.CurrentPlayer.initAnimation();
@ -253,6 +256,7 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
this, this,
MessageUserPosition.position.x, MessageUserPosition.position.x,
MessageUserPosition.position.y, MessageUserPosition.position.y,
'Foo'
); );
player.initAnimation(); player.initAnimation();
this.MapPlayers.add(player); this.MapPlayers.add(player);

View file

@ -6,13 +6,13 @@ import {MessageUserPositionInterface} from "../../Connexion";
import {playAnimation} from "../Player/Animation"; import {playAnimation} from "../Player/Animation";
export class NonPlayer extends PlayableCaracter { export class NonPlayer extends PlayableCaracter {
isFleeing: boolean = false; isFleeing: boolean = false;
fleeingDirection:any = null //todo create a vector class fleeingDirection:any = null //todo create a vector class
constructor(scene: Phaser.Scene, x: number, y: number) { constructor(scene: Phaser.Scene, x: number, y: number, name: string) {
super(scene, x, y, Textures.Player, 1); super(scene, x, y, Textures.Player, name, 1);
this.setSize(32, 32); //edit the hitbox to better match the caracter model this.setSize(32, 32); //edit the hitbox to better match the character model
} }
@ -26,15 +26,15 @@ export class NonPlayer extends PlayableCaracter {
if (this.isFleeing) return; if (this.isFleeing) return;
this.say("Don't touch me!"); this.say("Don't touch me!");
this.isFleeing = true; this.isFleeing = true;
setTimeout(() => { setTimeout(() => {
this.say("Feww, I escaped."); this.say("Feww, I escaped.");
this.isFleeing = false this.isFleeing = false
this.fleeingDirection = null this.fleeingDirection = null
}, 3000); }, 3000);
let vectorX = this.x - player.x; let vectorX = this.x - player.x;
let vectorY = this.y - player.y; let vectorY = this.y - player.y;
this.fleeingDirection = {x: vectorX, y: vectorY} this.fleeingDirection = {x: vectorX, y: vectorY}
} }
} }

View file

@ -31,9 +31,10 @@ export class Player extends PlayableCaracter implements CurrentGamerInterface, G
Scene: GameSceneInterface, Scene: GameSceneInterface,
x: number, x: number,
y: number, y: number,
name: string,
PlayerValue: string = Textures.Player PlayerValue: string = Textures.Player
) { ) {
super(Scene, x, y, PlayerValue, 1); super(Scene, x, y, PlayerValue, name, 1);
//create input to move //create input to move
this.userInputManager = new UserInputManager(Scene); this.userInputManager = new UserInputManager(Scene);